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BAs are now Gundams I guess.
The special maneuvers a warrior with the Natural Grace Ability
can perform are limited primarily by the player’s imagination and the
gamemaster or opponent’s agreement, but may include the ability to
execute complex gestures, handle delicate objects, perform a dance
maneuver or execute an unusual acrobatic maneuver
I thought it was always that both extremes exist in-universe, low quality IS pilots in old mechs wouldn't be capable of the feats of movement that a well trained Clanner would in their fancy new mechs.I just wish the writers would decide are Mechs walking tanks or capable of all kinds of acrobatics. We've got decades of fiction that goes from one extreme to the other and back again with no consistency. Now the video games show them as walking tanks (and the current art aesthetic use the game designs across the board now), and I get where the writers of DD were going with the judo ability, but even if a MechWarrior (or Proto pilot or BA trooper) knows martial arts that isn't necessarily going to translate to battlefield skills. I mean, if I have a gold medal in Judo and pilot an Annihilator, am I really going to be able to punch enough better that I can force a harder piloting roll?
Now, had it been some kind of a specialist skill from the RPG to TT I could deal with it better, like I have practiced extensively with punching with my Annihilator and can force a +1, that would be easier to swallow. At least the Special Abilities are optional (that as with Quirks) so we can ignore them.
None of the SPAs really make sense, they're just there to add some interesting challenge.I'm not opposed to the rule in and of itself, just the "you know Judo so your 'Mech physical attacks are more effective" doesn't really work beyond a concept.
So looks like they are doing a whole "First Battlemechs" Force Pack where they are releasing models of the first generation of Battlemechs including the infamous Mackie. Lance of Urbies plus Snord Regulars Force packs.
More Info
Its like you guys forget that Natural Grace is a thing already.
I thought it was always that both extremes exist in-universe, low quality IS pilots in old mechs wouldn't be capable of the feats of movement that a well trained Clanner would in their fancy new mechs.
None of the SPAs really make sense, they're just there to add some interesting challenge.
My problem with this whole idea is that some 'Mechs clearly have more range of movement than others, yet those abilities affect all 'Mechs equally. So a skilled MechWarrior wearing a Star League-quality Neurohelmet in a Commando, one of the most unnecessarily humanoid BattleMechs ever created, can tapdance and do the Macarena at the same time. That's fine, the damn robot looks like it has the necessary joints and associated range of motion. It's just a 30 ft-tall guy in a cardboard suit, after all. But the same MechWarrior can then do Zumba in his Timber Wolf. Or twerk in a Yeoman. Even though those 'Mechs should not by any measure move like that.Its like you guys forget that Natural Grace is a thing already.
I thought it was always that both extremes exist in-universe, low quality IS pilots in old mechs wouldn't be capable of the feats of movement that a well trained Clanner would in their fancy new mechs.
None of the SPAs really make sense, they're just there to add some interesting challenge.
My problem with this whole idea is that some 'Mechs clearly have more range of movement than others, yet those abilities affect all 'Mechs equally. So a skilled MechWarrior wearing a Star League-quality Neurohelmet in a Commando, one of the most unnecessarily humanoid BattleMechs ever created, can tapdance and do the Macarena at the same time. That's fine, the damn robot looks like it has the necessary joints and associated range of motion. It's just a 30 ft-tall guy in a cardboard suit, after all. But the same MechWarrior can then do Zumba in his Timber Wolf. Or twerk in a Yeoman. Even though those 'Mechs should not by any measure move like that.
Yes, there's the argument that "art should not affect gameplay", but that went straight out of the window when things like the Warhammer's spotlight or the Rifleman's reversible arms, all things only present or mentioned in the art, were implemented as part of the perks system.
I'm fine with some 'Mechs being more... flexible than others. Just like some would have arms that can be seamlessly flipped around, or torsos that go 360-degrees, more humanoid 'Mechs should by all rights have a more human-like range of motion and get some benefit out of it. But it should be a 'Mech thing, not a MechWarrior thing. It just reminds me of the SkillForestsTrees in MechWarrior Online: why the fuck are those things even there and require grinding (implying it's the pilot somehow making the weapons deal more damage or generate less heat), when all those aspects belong to the mass-produced machine instead?
But wasn't that always the point of the design quirks system? To represent the aspects of mechs described in lore/artwork.Yes, there's the argument that "art should not affect gameplay", but that went straight out of the window when things like the Warhammer's spotlight or the Rifleman's reversible arms, all things only present or mentioned in the art, were implemented as part of the perks system.
It was, yes. That's my point.But wasn't that always the point of the design quirks system? To represent the aspects of mechs described in lore/artwork.
That one 100% depends on the 'Mech. There's no "bestial design" if you're driving a Victor. This is a design quirk, not a pilot skill.Animal Mimicry
Gives the Pilot greater control and speed in certain difficult terrain by channeling their machine's bestial design.
Another thing that should rely on the 'Mech, not the MechWarrior. This one also goes completely against the mechanics of Cluster weapons. How does the pilot "taking aim" mean your self-guided missiles and your completely unguided LB-X shots hit the target? Another one that should be a design quirk.Cluster Hitter
Pilot can choose to increase the number of missiles impacting the target or make an aimed shot that makes all cluster ammunition impact the same location but only if unit does not move and fires no other weapons.
This one isn't terrible, since an experienced/talented MechWarrior or even vehicle crew would have a keener eye for some things... but at the same time you're squinting inside a cockpit trying to see things through a haze of ECM. You're not spotting minefields any better just because you've got 20/20 vision. So this is literally a whole SPA for "intuition".Eagle's Eyes
The pilot is enabled to detect and classify other battlefield units whether they are camouflaged or even shut down, with the exception of conventional infantry, and has additional possibilities to detect minefields and booby traps.
Hi, kids! Do you like ignoring the 'Mech construction rules?!Heavy Lifter
Pilot can carry more weight that the maximum allowed by default.
It was, yes. That's my point.
Unfortunately, some people still try to argue that every 'Mech should be perfectly mechanically equal to all other 'Mechs no matter what its art says. For some reason, a good number of these people are also perfectly fine with SPAs that make no fucking sense because the "ability" in question relies on the machine, not the pilot. Like, just going through the list on Sarna and picking a few examples:
That one 100% depends on the 'Mech. There's no "bestial design" if you're driving a Victor. This is a design quirk, not a pilot skill.
Another thing that should rely on the 'Mech, not the MechWarrior. This one also goes completely against the mechanics of Cluster weapons. How does the pilot "taking aim" mean your self-guided missiles and your completely unguided LB-X shots hit the target? Another one that should be a design quirk.
This one isn't terrible, since an experienced/talented MechWarrior or even vehicle crew would have a keener eye for some things... but at the same time you're squinting inside a cockpit trying to see things through a haze of ECM. You're not spotting minefields any better just because you've got 20/20 vision. So this is literally a whole SPA for "intuition".
Hi, kids! Do you like ignoring the 'Mech construction rules?!
So yeah. I could be extra-autistic and keep going, but a lot of these things make absolutely zero sense as MechWarrior/pilot abilities. It's like in their search for more rules and/or unique "customization" options beyond just Gunnery/Piloting skill, the writers lost sight of the fact that while Kai Allard-Liao and Victor Steiner-Davion fun characters to read about in the fiction, the BattleMechs should be the focus of the rules, not the squishies inside them.
I totally agree that most SPAs don't make sense from a logical stand point, like how does having autistic knowledge of battlemechs with Human TRO give you a +1 to determining crits? They're dumb RPG things that can be used to spice up a match or add extra flavour to a RPG character. I think it might be something we can agree to disagree on, end of the day they are entirely optional.It was, yes. That's my point.
Unfortunately, some people still try to argue that every 'Mech should be perfectly mechanically equal to all other 'Mechs no matter what its art says. For some reason, a good number of these people are also perfectly fine with SPAs that make no fucking sense because the "ability" in question relies on the machine, not the pilot. Like, just going through the list on Sarna and picking a few examples:
That one 100% depends on the 'Mech. There's no "bestial design" if you're driving a Victor. This is a design quirk, not a pilot skill.
Another thing that should rely on the 'Mech, not the MechWarrior. This one also goes completely against the mechanics of Cluster weapons. How does the pilot "taking aim" mean your self-guided missiles and your completely unguided LB-X shots hit the target? Another one that should be a design quirk.
This one isn't terrible, since an experienced/talented MechWarrior or even vehicle crew would have a keener eye for some things... but at the same time you're squinting inside a cockpit trying to see things through a haze of ECM. You're not spotting minefields any better just because you've got 20/20 vision. So this is literally a whole SPA for "intuition".
Hi, kids! Do you like ignoring the 'Mech construction rules?!
So yeah. I could be extra-autistic and keep going, but a lot of these things make absolutely zero sense as MechWarrior/pilot abilities. It's like in their search for more rules and/or unique "customization" options beyond just Gunnery/Piloting skill, the writers lost sight of the fact that while Kai Allard-Liao and Victor Steiner-Davion fun characters to read about in the fiction, the BattleMechs should be the focus of the rules, not the squishies inside them.
There's nothing to agree to disagree here, to be honest. I get what they're there for, and some of these make perfect sense. The 'Mech quirks in particular finally give some 'Mechs a reason to look so fucking weird.I totally agree that most SPAs don't make sense from a logical stand point, like how does having autistic knowledge of battlemechs with Human TRO give you a +1 to determining crits? They're dumb RPG things that can be used to spice up a match or add extra flavour to a RPG character. I think it might be something we can agree to disagree on, end of the day they are entirely optional.
Maybe you could make like ComStar and false-flag things so the two players wind up despising each other and are only willing to play just to see the other humiliated.It was kind of fun to do something besides just another 'Mech battle. Maybe, just maybe, I'll look into breaking out Succession Wars one weekend. The only thing with that game is making sure the FWL and CC player hate each other because if they team up it's easy to roll up the FS and LC players against the DC.